Twin Stick Runner by utoxin

I took a Twin Stick shooter concept, added some ideas from side-scrollers and infinite runners, and came up with this. Made almost exclusively with default Unity prototyping assets.

Default controls assume a standard gamepad (Using a Steam Controller? Add the game to your steam list, and launch it that way, and your controller will work.)
- Movement: Left stick
- Aiming: Right stick
- Fire primary weapon: Right trigger
- Fire secondary weapon: Left trigger
You can rebind the controls via the in-game menu (do NOT attempt to do it via the Unity config screen in the launcher).
- Monday morning update: Added Mac and Linux build downloads. No changes to game.
- Monday evening update: v1.1-compo released on Github. Fixes issues with binding keyboard controls.
- Monday evening update 2: v1.2-compo released on Github. Removes credits for music that isn't actually in the game. (I'd added it before I remembered that the compo didn't allow music, then pulled it back out, but failed to remove the credit.)
- Tuesday morning update: v1.3-compo released on Github. Fixes broken health and secondary weapon status bars, and adds auto UI scaling.
| Source code | https://github.com/utoxin/LD41 |
| Other (platform) | https://github.com/utoxin/LD41/releases |
| Linux | |
| Original URL | https://ldjam.com/events/ludum-dare/41/twin-stick-runner |
Ratings
| Overall | 619th | 2.842⭐ | 21🧑⚖️ |
| Fun | 474th | 3.053⭐ | 21🧑⚖️ |
| Innovation | 624th | 2.684⭐ | 21🧑⚖️ |
| Theme | 609th | 2.921⭐ | 21🧑⚖️ |
| Graphics | 614th | 2.5⭐ | 21🧑⚖️ |
| Audio | 487th | 2.278⭐ | 20🧑⚖️ |
| Humor | 535th | 1.917⭐ | 20🧑⚖️ |
| Mood | 559th | 2.556⭐ | 20🧑⚖️ |
| Given | 26🗳️ | 9🗨️ |
As a keyboard user, I probably got a sub-par experience since I couldn't see where I was aiming except when I was shooting... but since I was shooting all the time, it turned out OK. :smile:
Good job with the input remapping menu. That's pretty cool to see; I haven't made one of those yet, so it's cool to see you do it.
I may have missed it if it was there, but it would be cool to see a greater variety of weapons in the game. Like a bomb instead of a shotgun. Or maybe a penetrating shot, like a sniper, that would hit boxes through other boxes.
Of course, those are not really necessary to your core experience here. Good job with this game.
And I certainly plan to be doing more work on this game. I quite enjoyed working on it, and people seem to like it. I'll probably keep the 'prototype' feel of the graphics too. They just feel Right.
The sound effects and visual effects combined for a good-feeling shooting experience.
I couldn't seem to get the shotgun to shoot any direction except straight forward. Not sure if that was user error, or by design, but it felt like an unnecessary restriction.
All in all, a fun game!
Keep coding :)
The game was very easy, even when I couldn't use the normal gun at all. The floating blocks didn't really pose much of a threat. Does it get harder the further you go? It didn't really feel like it. I also found a method for probably infinite score. Just hold left from the beginning, the score will slowly go up and enemies will never spawn.
The shooting sound got very repetitive fast. And maybe there should be some kind of downside to shooting, otherwise it could be completely automatic. There is no point on forcing the player to hold the button down if it is 100% of the time. Well the shooting did stutter every now and then but I'm guessing that was something along the lines of having a max bullet amount and you weren't clearing them fast enough.
One thing to consider with these trail like particle systems is to change their spawning to be distance based instead of just constantly spewing up particles. So in the emission module, remove rate over time and add some rate over distance. That results in a nicer looking stream of particles and will not cause those clumps that appear there now when the ship slows down.
Anyways, good job!
The game is super easy, and it's hard to tell where the enemies are because they're usually offscreen. I think zooming out further would be great, as well as having enemies more intent on getting to you, maybe even shooting bullets of their own.
The laser sound is cool, but it's a bit rough hearing it constantly repeating while I fire the main gun.
Combining these two is an interesting concept, and I think it could work with some tweaks and additions. Maybe power ups, or an upgradeable ship, etc.
Otherwise, a solid start to an "infinite shmup" game. :)
PS: I think you should consider opting out of the Graphics rating, if you didn't make most of the assets yourself.